Difference between revisions of "Boots Of The Conqueror"

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''These sturdy kzinti boots have walked a hundred battlefields.''<br>
 
  Modifies armor class by -40 continuous.
 
  Modifies armor class by -40 continuous.
Weight: <br>
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Slot: Legs<br>
Plane: [[:Category:The Kzinti Homeworld]]<br>
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Weight: 10<br>
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Flags: flags magic nolocate<br>
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Plane: [[:Category:Kzinti Homeworld|Kzinti Homeworld]]<br>
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Area: [[:Category:Kzinti Spire Of War|Kzinti Spire Of War]]<br>
 
Mob: [[Kortez]]<br>
 
Mob: [[Kortez]]<br>
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See [[:Category:Gear In Kzinti Spire Of War|Gear In Kzinti Spire Of War]] for directions on this run
<p>After shift, follow the only possible direction until the first intersection, then go north to enter the jungle — watch out for assassins! Go north until you see a fountain and drink from it to enter the Spires.</p>
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[[Category:Gear In Kzinti Spire Of War]]
 
 
<p>Track priest (or roam seeking exits going up). Once you find a room containing the flock of ravens, horde of rodents, and swarm of insects, send a tank south to areaspell the assassins. The peaceful kzinti is in the room south of that; do not kill him.</p>
 
 
 
<p>Continue tracking priestess, and be forewarned that the chaotic cloud can detonate! Kill the high priestess, and if you do not have the first key, bring the ticket (glowing kzinti holy symbol) you get from the priestess to the peaceful kzinti to get the silver kzinti insignia, then return to the high priestess' room. Unlock/go up, and track evolutionary.</p>
 
 
 
<p>When you find a room with two mobs above you, that will be the Evolutionary; enter/clear it with a short tank chain, then get the group to enter gateway quickly to avoid repop (no-flee room).</p>
 
 
 
<p>Head e2swn for safe room.</p>
 
 
 
<p>Regen briefly for now, then head up and kill kzinti warriors until you find another key (golden kzinti insignia). Return to the saferoom, and at this point, regen fully and respell.</p>
 
 
 
<p>Go up as before, then up again, and kill the guardians. Track Alchyzer; he loads the robes. From him, Kortez with the boots lies east and is the easiest to camp (final saferoom is west from there); Raskartan with the bloodsash and commander's claw lies west and keeps company with guards who rescue him while he throws and disarms (final saferoom is east); and Taragual with the bracers, fae necklaces, and aura lies north and keeps company with an invisible assassin (final saferoom is south). One of the mobs with Taragual loads the cat's eye amulet.</p>
 
 
 
<p>Taragual and Raskartan are very difficult, but the single most taxing part of this run is its length.</p>
 
 
 
[[Category: Lord Gear]]
 
 
[[Category: Lord Tank Gear]]
 
[[Category: Lord Tank Gear]]
[[Category: Gear in The Kzinti Homeland]]
 

Latest revision as of 17:54, 4 December 2008

These sturdy kzinti boots have walked a hundred battlefields.

Modifies armor class by -40 continuous.

Slot: Legs
Weight: 10
Flags: flags magic nolocate
Plane: Kzinti Homeworld
Area: Kzinti Spire Of War
Mob: Kortez



See Gear In Kzinti Spire Of War for directions on this run